ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -152,7 +152,15 @@
AttrID_ShieldPerDef,                        # 弱化护盾 54
AttrID_DOTPer,                              # 持续增伤 55 (中毒、燃烧、流血)
AttrID_DOTPerDef,                           # 持续减伤 56
) = range(1, 1 + 56)
AttrID_WeiFinalDamPer,                      # 对魏增伤 57
AttrID_WeiFinalDamPerDef,                   # 对魏减伤 58
AttrID_ShuFinalDamPer,                      # 对蜀增伤 59
AttrID_ShuFinalDamPerDef,                   # 对蜀减伤 60
AttrID_WuFinalDamPer,                       # 对吴增伤 61
AttrID_WuFinalDamPerDef,                    # 对吴减伤 62
AttrID_QunFinalDamPer,                      # 对群增伤 63
AttrID_QunFinalDamPerDef,                   # 对群减伤 64
) = range(1, 1 + 64)
# 需要计算的武将战斗属性ID列表
CalcBattleAttrIDList = [AttrID_Atk, AttrID_Def, AttrID_MaxHP, AttrID_StunRate, AttrID_StunRateDef, 
@@ -163,6 +171,8 @@
                        AttrID_NormalSkillPer, AttrID_NormalSkillPerDef, AttrID_AngerSkillPer, AttrID_AngerSkillPerDef,
                        AttrID_SuperDamPer, AttrID_SuperDamPerDef, AttrID_CurePer, AttrID_CurePerDef,
                        AttrID_ShieldPer, AttrID_ShieldPerDef, AttrID_DOTPer, AttrID_DOTPerDef,
                        AttrID_WeiFinalDamPer, AttrID_WeiFinalDamPerDef, AttrID_ShuFinalDamPer, AttrID_ShuFinalDamPerDef,
                        AttrID_WuFinalDamPer, AttrID_WuFinalDamPerDef, AttrID_QunFinalDamPer, AttrID_QunFinalDamPerDef,
                        ]
# 基础三维属性ID列表
@@ -184,54 +194,24 @@
               }
# 属性ID对应0418刷新类型 {属性ID:[刷新同步类型, 是否支持超20亿的大数值], ...}
# 卡牌项目玩家/主公属性仅为中间层属性,并非最终属性,最终属性体现在卡牌上,暂定全部前端自己算
# 所以仅配置战斗场景需要同步的属性即可
CDBRefresh_AttrIDDict = {
#                      AttrID_Atk:[IPY_PlayerDefine.CDBPlayerRefresh_MAXATK, 0],
#                      AttrID_Def:[IPY_PlayerDefine.CDBPlayerRefresh_DEF, 0],
                      AttrID_MaxHP:[IPY_PlayerDefine.CDBPlayerRefresh_MaxHP, 1],
                      AttrID_HP:[IPY_PlayerDefine.CDBPlayerRefresh_HP, 1],
#                      AttrID_Speed:[ShareDefine.CDBPlayerRefresh_SpeedValue, 0],
#                      AttrID_AtkSpeed:[IPY_PlayerDefine.CDBPlayerRefresh_BattleValEx1, 0],
                      AttrID_XP:[IPY_GameWorld.CDBPlayerRefresh_XP, 0],
#                      AttrID_StunRate:[ShareDefine.CDBPlayerRefresh_StunRate, 0],
#                      AttrID_StunRateDef:[ShareDefine.CDBPlayerRefresh_StunRateDef, 0],
#                      AttrID_SuperHitRate:[IPY_PlayerDefine.CDBPlayerRefresh_SuperHitRate, 0],
#                      AttrID_SuperHitRateDef:[ShareDefine.CDBPlayerRefresh_SuperHitRateDef, 0],
#                      AttrID_ComboRate:[ShareDefine.CDBPlayerRefresh_ComboRate, 0],
#                      AttrID_ComboRateDef:[ShareDefine.CDBPlayerRefresh_ComboRateDef, 0],
#                      AttrID_MissRate:[IPY_PlayerDefine.CDBPlayerRefresh_Miss, 0],
#                      AttrID_MissRateDef:[IPY_PlayerDefine.CDBPlayerRefresh_HIT, 0],
#                      AttrID_ParryRate:[ShareDefine.CDBPlayerRefresh_ParryRate, 0],
#                      AttrID_ParryRateDef:[ShareDefine.CDBPlayerRefresh_ParryRateDef, 0],
#                      AttrID_SuckHPPer:[ShareDefine.CDBPlayerRefresh_SuckHPPer, 0],
#                      AttrID_SuckHPPerDef:[ShareDefine.CDBPlayerRefresh_SuckHPPerDef, 0],
#                      AttrID_FinalDamPer:[ShareDefine.CDBPlayerRefresh_FinalDamPer, 0],
#                      AttrID_FinalDamPerDef:[ShareDefine.CDBPlayerRefresh_FinalDamPerDef, 0],
#                      AttrID_PhyDamPer:[ShareDefine.CDBPlayerRefresh_PhyDamPer, 0],
#                      AttrID_PhyDamPerDef:[ShareDefine.CDBPlayerRefresh_PhyDamPerDef, 0],
#                      AttrID_MagDamPer:[ShareDefine.CDBPlayerRefresh_MagDamPer, 0],
#                      AttrID_MagDamPerDef:[ShareDefine.CDBPlayerRefresh_MagDamPerDef, 0],
#                      AttrID_NormalSkillPer:[ShareDefine.CDBPlayerRefresh_NormalSkillPer, 0],
#                      AttrID_NormalSkillPerDef:[ShareDefine.CDBPlayerRefresh_NormalSkillPerDef, 0],
#                      AttrID_AngerSkillPer:[ShareDefine.CDBPlayerRefresh_AngerSkillPer, 0],
#                      AttrID_AngerSkillPerDef:[ShareDefine.CDBPlayerRefresh_AngerSkillPerDef, 0],
#                      AttrID_SuperDamPer:[ShareDefine.CDBPlayerRefresh_SuperDamPer, 0],
#                      AttrID_SuperDamPerDef:[ShareDefine.CDBPlayerRefresh_SuperDamPerDef, 0],
#                      AttrID_CurePer:[ShareDefine.CDBPlayerRefresh_CurePer, 0],
#                      AttrID_CurePerDef:[ShareDefine.CDBPlayerRefresh_CurePerDef, 0],
#                      AttrID_ShieldPer:[ShareDefine.CDBPlayerRefresh_ShieldPer, 0],
#                      AttrID_ShieldPerDef:[ShareDefine.CDBPlayerRefresh_ShieldPerDef, 0],
#                      AttrID_DOTPer:[ShareDefine.CDBPlayerRefresh_DOTPer, 0],
#                      AttrID_DOTPerDef:[ShareDefine.CDBPlayerRefresh_DOTPerDef, 0],
                      }
                         AttrID_MaxHP:[IPY_PlayerDefine.CDBPlayerRefresh_MaxHP, 1],
                         AttrID_HP:[IPY_PlayerDefine.CDBPlayerRefresh_HP, 1],
                         AttrID_XP:[IPY_GameWorld.CDBPlayerRefresh_XP, 0],
                         }
#刷属性分类索引
Def_CalcAttrList = (
Def_CalcAttr_LV, # 角色等级 0
Def_CalcAttr_LV, # 主公等级 0
Def_CalcAttr_MainEquip, # 主装备 1
Def_CalcAttr_HeroBook, # 武将图鉴 2
) = range(3)
CalcAttrName = {
                Def_CalcAttr_LV:"主公等级",
                Def_CalcAttr_MainEquip:"主装备",
                Def_CalcAttr_HeroBook:"武将图鉴",
                }
##-----------------------------------------------------------------------------------------------
@@ -443,27 +423,9 @@
TYPE_Calc_FacePicDefPer,                 # 头像框防御加成
) = range(1, Def_Calc_AllAttrType_MAX)
## 支持大数值属性,超过20E
TYPE_BIGVALUE_ATTR = [TYPE_Calc_AttrHP, TYPE_Calc_AttrMaxHP]
## NPC 专属属性
TYPE_NPCAttr_Calc = [TYPE_Calc_AtkInterval]
# 衰减递增的属性列表, 衰减递增算法: 1-(1-a1)*(1-a2);   非衰减递增算法:  a1+a2
TYPE_Calc_DeclineList = []
#宠物属性列表
Def_Pet_Attr = []
#[ TYPE_Calc_PetSTR, TYPE_Calc_PetPNE, TYPE_Calc_PetPHY, TYPE_Calc_PetCON ]
#===============================================================================
# 1006 增加%d力量
# 1007 增加%d筋骨
# 1008 增加%d体魄
# 1009 增加%d真元
#===============================================================================
#宠物基础属性效果ID
Def_PetBaseEffectList = range(5000, 5007 + 1)
#---------------------------------------------------------------------------
Def_ItemCount_Max = 2000000000 # 物品最大叠加上限
@@ -619,7 +581,7 @@
def GetItemPackType(itemData, defaultPack=IPY_GameWorld.rptItem):
    ## 获取物品对应存放的默认背包类型
    if defaultPack in [ShareDefine.rptTreasure, ShareDefine.rptTempItem]:
    if defaultPack in [ShareDefine.rptTreasure, ShareDefine.rptTempItem, IPY_GameWorld.rptIdentify]:
        #寻宝背包、临时背包不做处理
        return defaultPack
    import IpyGameDataPY
@@ -970,18 +932,10 @@
Def_SkillID_HorsePetRobBossKillCntBuff = 21020   # 骑宠的怨念buff
Def_SkillID_RealmBuff = 6100   # 境界经验buff
Def_SkillID_FamilyWar_CWinBuff = 22101 # 仙盟联赛 - 连胜buff, 由连胜次数决定等级
Def_SkillID_FamilyWar_JoinBuff = 22131 # 仙盟联赛 - 参与buff, 由人数决定等级
Def_SkillID_FamilyWar_ResPointAdd = 22201 # 仙盟联赛 - 随机buff固定加资源点
Def_SkillID_FamilyWar_ResPointAddPer = 22202 # 仙盟联赛 - 随机buff资源点成长加成
Def_SkillID_FamilyWar_RandBuffAttr = 22203 # 仙盟联赛 - 随机buff属性加成,根据采集次数,成长buff等级
Def_SkillID_FamilyWar_OwnerlessBuff = 22213 # 仙盟联赛 - 无主buff,随机N个敌方水晶变为无主
Def_SkillID_LXHY_AddExpRate = 47113 # 流星火雨杀死的怪增加经验
# 切地图需清除的buff
ClearBuffOnMapChangeList = [Def_SkillID_DropOwnerBuff, Def_SkillID_FamilyWar_CWinBuff,
                            Def_SkillID_FamilyWar_JoinBuff, Def_SkillID_FamilyWar_RandBuffAttr]
ClearBuffOnMapChangeList = [Def_SkillID_DropOwnerBuff]
#技能ID对应的区域类型
Def_AreaType_SkillID_Safe = 20011  # 安全区
@@ -992,8 +946,25 @@
Def_SkillID_Peace = 23048   # 玩家间和平buff
#----------------------------------------------------------------------
#战斗类型
Def_ChanceDefRate = 2000    # 抵御伤害概率, 目前固定20%概率
#技能释放后需要额外处理逻辑
AfterLogic_DelBuff = "DelBuff"
AfterLogic_AddBuff = "AddBuff"
AfterLogic_SyncBuff = "SyncBuff"
#伤害类型
(
HurtType_Fail,              # 失败 - 如概率没有触发 0
HurtType_Normal,            # 伤害 1
HurtTYpe_Recovery,          # 回血 2
HurtType_3,
HurtType_4,
HurtType_Parry,             # 格挡 5
HurtType_IgnoreDef,         # 无视防御 6
HurtType_SuperHit,          # 暴击 7
HurtType_8,
HurtType_Miss,              # 闪避 9
) = range(10)
#伤害类型
(
@@ -1015,7 +986,7 @@
Def_HurtType_ThumpHit,     # 重击 16
Def_HurtType_Yinji,     # 印记 17
Def_HurtType_Burn,     # 灼烧 18
) = range(1, 19)
) = range(1001, 1001 + 18)
#Def_HurtType_SuckBlood,      # 吸血 
(
@@ -1065,10 +1036,6 @@
#流向记录变更最小金币值(小于该值的暂不记录, 仅限金币)
Def_DRRecord_Min_Silver = 500000
Def_LargeTrade_Silver = 1000 * 1000
#登陆初始储物柜格子数
Def_PackCnt_Fashion = 1
#登陆初始武器时装格子数
Def_PackCnt_WeaponCoat = 8
#玩家脱离战斗状态时间(6秒)
Def_PlayerLeaveBattleTick = 3000
#玩家PK多杀间隔
@@ -1092,6 +1059,9 @@
Def_Player_InitMapSignPointCount = 1  # 玩家初始化地图标记点数量
Def_Player_MapSignPointMaxCount = 10  # 地图标记点最大数量
#初始境界
Def_InitOfficialRank = 0
#玩家性别
Def_PlayerSex_Type = 3
@@ -1340,15 +1310,24 @@
CampType_Justice = ShareDefine.CampType_Justice  # 正义
CampType_Evil = ShareDefine.CampType_Evil  # 邪恶
#buff释放类型
BuffAtkType_DamageShield = 1003 # 承伤盾
#计算类型
Def_CalcTypeList = (
Def_Calc_Attack, # 攻击 0
Def_Calc_MaxHP, # 最大生命值 1
Def_Calc_HurtValue, # 伤害值 2
Def_Calc_TagMaxHP, # 目标最大生命值 3
) = range(4)
#治疗类型(影响公式参数)
Def_CureTypeList = (
Def_Cure_Attack, # 攻击 0
Def_Cure_MaxHP, # 最大生命值 1
Def_Cure_PNE, # 智力 2
Def_Cure_PHY, # 敏捷 3
Def_Cure_HurtValue, # 伤害值 4
Def_Cure_TagMaxHP, # 目标最大生命值 5
) = range(6)
Def_Cure_HurtValue, # 伤害值 2
Def_Cure_TagMaxHP, # 目标最大生命值 3
) = range(4)
#回魔类型(影响公式参数)
Def_RestoreTypeList = (
@@ -1369,6 +1348,41 @@
Def_Skill_HappenState_LuckyHit = 0x0004  # 必会心一击
Def_Skill_HappenState_ThumpHit = 0x0008  # 必重击
# 回合战斗行列数
TurnFightRows = 2
TurnFightCols = 3
def GetInColNum(posNum):
    ## 获取站位编号所在列编号
    # @param posNum: 在阵容中的站位 1 ~ n
    # @return:  1 ~ 总列数
    return (posNum - 1) % TurnFightCols + 1
def GetInRowNum(posNum):
    ## 获取站位编号所在行编号
    # @param posNum: 在阵容中的站位 1 ~ n
    # @return:  1 ~ 总行数
    return (posNum - 1) / TurnFightCols + 1
# 技能目标 - 瞄准范围
(
SkillTagAim_All, # 全部 0
SkillTagAim_Relative, # 对位位置 1
SkillTagAim_FrontRow, # 前排  2
SkillTagAim_BackRow, # 后排  3
SkillTagAim_Vertical, # 竖排/纵排 4
SkillTagAim_Self, # 自己 5
SkillTagAim_MainSkill, # 继承主技能目标 6
) = range(7)
# 技能目标 - 细分
(
SkillTagAffect_None, # 无  0
SkillTagAffect_HPLowest, # 血量最低 1
SkillTagAffect_HPHighest, # 血量最高 2
SkillTagAffect_Death, # 死亡单位 3
SkillTagAffect_UncontrolledPriority, # 未被控制优先 4
) = range(5)
#技能施法目标
Def_UseSkillAim_Type = 3
@@ -1877,10 +1891,9 @@
Def_NstNull, Def_NstMoving, Def_NstDead, Def_NstAttack = range(4)
#-------------------------------#副本相关#------------------------
# 主线小怪
Def_FBMapID_Main = 1
# 主线Boss
Def_FBMapID_MainBoss = 2
Def_FBMapID_Main = 1 # 主线小怪
Def_FBMapID_MainBoss = 2 # 主线Boss
#创角新手村地图ID列表
Def_CreatRoleMapIDList = [10000]
@@ -2098,44 +2111,8 @@
#副本ID转换
Def_FB_MapID = {
                'MainLevel':[Def_FBMapID_Main, Def_FBMapID_MainBoss],  # 主线关卡
                'FamilyWar':[Def_FBMapID_FamilyWar],  # 仙盟联赛
                'FamilyInvade':[Def_FBMapID_FamilyInvade], # 守卫人皇
                'FamilyBoss':[Def_FBMapID_FamilyBossMap], # 战盟boss
                'TrialTower':[Def_FBMapID_TrialTower], # 试炼之塔
                'ClearDevil':[Def_FBMapID_ClearDevil], # 除魔卫道
                'MagicWeapon':[Def_FBMapID_MagicWeapon], # 法宝副本
                'DuJie':[Def_FBMapID_DuJie], #渡劫
                'KirinHome':[Def_FBMapID_KirinHome], #麒麟之府
                'BZZD':[Def_FBMapID_BZZD], # 百战之地(仙界秘境)
                'GodArea':[Def_FBMapID_GodArea],#古神禁地
                'PersonalBoss':[Def_FBMapID_PersonalBoss],#个人BOSS
                'FamilyParty':[Def_FBMapID_FamilyParty],#仙盟宴会
                'MunekadoTrial':[Def_FBMapID_MunekadoTrial],#宗门试炼
                'ChaosDemon':[Def_FBMapID_ChaosDemon], #混乱妖域
                'KillDevil':[Def_FBMapID_KillDevil], #讨伐妖魔
                'QueenRelics':[Def_FBMapID_QueenRelics], #娲皇遗迹
                'ElderBattlefield':[Def_FBMapID_ElderBattlefield], #上古战场
                'Guard':[Def_FBMapID_Guard], #守护副本
                'SealDemon':[Def_FBMapID_SealDemon, Def_FBMapID_SealDemonEx], #封魔坛
                'XMZZ':[Def_FBMapID_XMZZ], #仙魔之争
                #'ArenaBattle':[Def_FBMapID_ArenaBattle],#竞技场战斗
                #'CrossRealmPK':[Def_FBMapID_CrossRealmPK], #跨服竞技场
                #'CrossChampionship':[Def_FBMapID_CrossChampionship], #跨服排位
                'CrossDemonKing':[Def_FBMapID_DemonKing, Def_FBMapID_CrossDemonKing], #妖王
                'CrossGrassland':[Def_FBMapID_CrossGrasslandLing, Def_FBMapID_CrossGrasslandXian], #草园
                'GatherSoul':[Def_FBMapID_GatherSoul],#聚魂副本
                'ZhuXianBoss':[Def_FBMapID_ZhuXianBoss],#诛仙BOSS
                'SkyTower':[Def_FBMapID_SkyTower],#天星塔
                'RealmTower':[Def_FBMapID_RealmTower],#境界塔
                'AllFamilyBoss':[Def_FBMapID_AllFamilyBoss],#多仙盟BOSS
                'HorsePetBoss':[Def_FBMapID_HorsePetBoss],#骑宠BOSS
                'FairyTreasure':[Def_FBMapID_FairyTreasure],#缥缈宝藏
                'Love':[Def_FBMapID_Love],#情缘副本
                'CrossBattlefield':[Def_FBMapID_CrossBattlefield], #跨服战场
                'CrossFamilyFlagwar':[Def_FBMapID_CrossFamilyFlagwar], #跨服仙盟夺旗战/逐鹿万界
                'MineArea':[Def_TFMapID_MineArea], #福地
                'MirrorBattle':MirrorBattleMapIDList, #镜像切磋
                'MainLevel':[Def_FBMapID_Main],  # 主线关卡
                'MainLevelBoss':[Def_FBMapID_MainBoss],  # 主线关卡boss
                }
#特殊副本ID, 由系统分配, 进入时候不验证IsMapCopyFull
@@ -2155,16 +2132,10 @@
Def_FB_DropDoCountRate = 'DropDoCountRate' # 怪物掉落执行次数万分率
Def_FB_DropDoCountAdd = 'DropDoCountAdd' # 怪物掉落执行次数加成固定值
Def_FB_SingleFBPlayerID = 'SingleFBPlayerID' # 个人副本玩家ID
Def_FB_HelpBattleFBObjID = 'HelpBattleFBObjID_%s' # 助战副本助战NPC机器人/玩家ID对应实例ID, 参数为玩家ID
Def_FB_HelpBattleGoldCall = 'HelpBattleGoldCall_%s' # 助战机器人是否花费召唤, 参数为玩家ID
FBPlayerDict_EncourageLV = 'FBPlayerDict_EncourageLV'   # 鼓舞等级
FBPlayerDict_IsDelTicket = 'FBPlayerDict_IsDelTicket'   # 是否已扣除入场券/进入次数
FBPlayerDict_IsHelpFight = 'FBPlayerDict_IsHelpFight' # 是否助战
FBPD_HelpBattleRefreshCount = 'FBPD_HelpBattleRefreshCount' # 助战已刷新次数
FBPD_HelpBattleFBFightPower = 'FBPD_HelpBattleFBFightPower' # 副本战力
FBPD_HelpBattleFBBaseHurt = 'FBPD_HelpBattleFBBaseHurt' # 副本伤害
#领取奖励标识
(
@@ -2328,6 +2299,10 @@
DropOwnerType_Contend, # 争夺 8 第一个攻击的获得归属,击杀当前归属者的玩家成为新归属者
DropOwnerType_RankHurtPlayer, # 个人伤血排行奖励归属 9 根据玩家个人伤血排行给奖励,伤血不重置
) = range(10)
#阵营
Def_FactionA = 1
Def_FactionB = 2
#------------------------------------------------
#技能类型
@@ -3069,10 +3044,13 @@
# 回合攻击战斗类型
(
TurnBattleType_Normal, # 常规攻击
TurnBattleType_Combo, # 连击
TurnBattleType_AtkBack, # 反击
) = range(3)
TurnBattleType_Normal, # 常规攻击 0
TurnBattleType_Combo, # 连击 1
TurnBattleType_AtkBack, # 反击 2
TurnBattleType_Pursue, # 追击 3
TurnBattleType_Enhance, # 额外技能 4
TurnBattleType_Passive, # 被动技能 5
) = range(6)
Def_PerTurnTick = 1000 # 每回合等同于常规tick时长
@@ -3151,6 +3129,26 @@
Def_NPC_Dict_TimeLostHPPlayerCount = 'TimeLostHPPlayerCount' # 按时间掉血有效人数
Def_NPC_Dict_TimeLostHPFightPower = 'TimeLostHPFightPower' # 按时间掉血战力
Def_NPC_Dict_TimeLostHPFightPowerEx = 'TimeLostHPFightPowerEx' # 按时间掉血战力
#玩家状态定义,不能超过31个,如超过,需扩展多个key支持
BatObjStateList = (
    BatObjState_Normal, # 无 0
    BatObjState_Frozen, # 冰冻 1
    BatObjState_Cold, # 减速/寒冷 2
    BatObjState_Stun, # 眩晕 3
    BatObjState_Burn, # 灼烧 4
    BatObjState_Poison, # 中毒 5
    BatObjState_Bleeding, # 流血 6
    BatObjState_EasyHurt, # 易伤 7
    BatObjState_Wudi, # 无敌 8
    BatObjState_Sneer, # 嘲讽 9
    BatObjState_LimitSkill, # 沉默 10
    BatObjState_LimitAddHP, # 禁疗 11
    BatObjState_Stone, # 石化 12
) = range(13)
# 被控制的状态列表,无法行动,处于某些控制类buff影响状态下,如晕眩,冰冻,石化
InControlledStateList = [BatObjState_Frozen, BatObjState_Stun, BatObjState_Stone]
#玩家状态定义,不能超过31个,如超过,需扩展多个key支持
Def_PlayerStateList = (
@@ -3289,10 +3287,6 @@
Def_PlayerKey_LastAttackerObjID = "LastAttackerObjID" # 被攻击者记录的最近攻击玩家ID
Def_PlayerKey_HadInitFruitAttr = "HadInitFruitAttr" # 是否已经刷新过果实属性
#功能索引ShareDefine.Def_AttrFruitFuncList
Def_PlayerKey_FruitAttr = "FruitAttr_%s_%s" # 属性果实增加的属性,参数为(功能索引, 物品效果id)
Def_PlayerKey_FruitFightPowerEx = "FruitFightPowerEx_%s" # 属性果实增加的附加战力,参数为(功能索引)
Def_PDict_QueryTechLVUPState = "QueryTechLVUPState"  # 查询科技等级提升状态
Def_PDict_PKStateTick = "PKStateTick"  # PK状态tick,只要有一方发起攻击,双方均进入PK状态
@@ -3384,13 +3378,7 @@
Def_Player_Dict_Wallow_LV = "GameWallowLV_34"    #防沉迷等级
Def_Player_Dict_Wallow_OfflineTime = "GameWallowOfflineTime_35"    #防沉迷离线累积时间
Def_Player_Dict_Wallow_OnlineTime = "GameWallowOnlineTime_36"    #防沉迷在线累积时间
Def_Player_Dict_CabinetCount_Pet = "CabinetCount_Pet_39"    #宠物收纳柜
Def_Player_Dict_CabinetCount_WeaponCoat = "CabinetCount_WeaponCoat_40"    #武器收纳柜
Def_Player_Dict_CabinetCount_DressCoat = "CabinetCount_DressCoat_41"     #时装收纳柜
Def_Player_Dict_CabinetCount_Horse = "CabinetCount_Horse_42"    #马匹收纳柜
Def_Player_Dict_PackCount_Item = "PackCount_Item_72"    #玩家物品背包格子数
Def_Player_Dict_PackCount_Warehouse = "PackCount_Warehouse_73"    #仓库背包格子数
Def_Player_Dict_PackCount_Hero = "PackCount_Hero"    #武将背包格子数
Def_Player_Dict_PackBuyCnt = "PackBuyCnt_%s"    #背包已购买格子次数, 参数(背包类型)
Def_Player_Dict_PlayerMapSignCnt = "PlayerMapSignCnt_75"    # 大地图标记数量
Def_Player_Dict_PlayerBuyZhenQiCnt = "PlayerBuyZhenQiCnt_76"  # 购买真气次数
Def_Player_Dict_PlayChangeLineID = "PlayChangeLineID"     # 玩家主动切换线路记录
@@ -3486,16 +3474,6 @@
Def_Player_Dict_LastAutoOpenPackTick = "LastAutoOpenPackTick219_%s"   #上一次自动购买的tick<背包类型>
Def_Player_Dict_VipExperienceStartTime = "VipExperienceStartTime" #VIP体验生效开始时间
Def_Player_Dict_VipExp = "VipExp" #VIP经验
Def_Player_Dict_VipAwardRecord = "VipAwardRecord" #VIP礼包购买记录 2 进制纪录模式 0 表示未购买,1 表示已经购买
Def_Player_Dict_VipBuyRecord = "VipBuyRecord" #首次VIP卡类型记录 2 进制纪录模式 0 表示未购买,1 表示已经购买过
Def_Player_Dict_VIPLastTime = "VIPLastTime" #最后一次获得VIP经验的零点时间
Def_Player_Dict_VipTimeOutRecord = "VipTimeOutRecord" #VIP过期提醒记录
Def_Player_Dict_VIPKillLV = "VIPKillLV" #VIP杀怪等级
Def_Player_Dict_VIPKillLVExp = "VIPKillLVExp" #VIP杀怪等级 - 经验
Def_Player_Dict_VIPKillLVExpPoint = "VIPKillLVExpPoint" #VIP杀怪等级 - 经验点
Def_PDict_OnlinePrizeNote = "OnlinePrizeNote"  # 当日在线奖励领取信息
Def_PDict_OpenSererDailyAward = "OpenSererDailyAward"  # 开服每日奖励记录
@@ -3535,7 +3513,6 @@
Def_PDict_FamilyWarDailyReward = "FamilyWarDailyReward"  # 王者仙盟每日俸禄领取状态
Def_PDict_Family_Contribution = "FamilyContribution"  #战盟贡献度
Def_PDict_HasChange_FamilyActiveToContribution = "HasChangeContribution"  #战盟活跃度已转化过贡献度
Def_PDict_PackCount_FineSoul = "PackCount_FineSoul"    # 已购买精魄/符文背包格子数
Def_PDict_KillPlayerAddActive = "KillPlayerAddActiveByDay"  # 杀人每日获得活跃度
Def_PDict_LoginDayCnt = "PLoginDayCnt"  # 累计登陆天数
Def_PDict_LoginDayAward = "PLoginDayAward"  # 累计登陆领取情况
@@ -3560,10 +3537,6 @@
Def_PDict_MixLoginDay = "MixLoginDay"  # 合服首登处理标记天
Def_PDict_AddPointValue = "AddPointValue_%s"  # 已加属性点数, 参数(属性ID)
Def_PDict_AttrFruitEatCnt = "AttrFruitEatCnt_%s"  # 已吃属性果实个数,参数为物品id
Def_PDict_AttrFruitAddValue = "AttrFruitAddValue_%s"  # 已吃属性果实增加的属性,参数为物品id
Def_PDict_AttrFruitAddItemCnt = "FruitAddItemCnt_%s"  # 增幅丹增加上限数,参数为果实物品id
Def_PDict_AttrFruitItemBreakCnt = "FruitItemBreakCnt_%s"  # 增幅丹突破次数,参数为果实物品id
Def_PDict_NobleLV = "NobleLV" # 贵族等级, 0位为不同贵族模式版本切换标记位, 从1位开始表示每种等级贵族开通情况, 1-已开通过;9-永久
Def_PDict_NobleEndTime = "NobleEndTime_%s" # 贵族到期结束时间<单位s>, 参数为贵族等级, 从1开始
@@ -3607,9 +3580,6 @@
Def_PDict_IsAddReviveTired = "IsAddReviveTired"  # 死亡是否增加复活疲劳
Def_PDict_ComposeMustSuccess = "ComposeMustSuccess_%s"  # 前X次合成必定成功,参数(合成归组)
Def_PDict_FirstSuccMakeJobItem = "FirstSuccMakeJobItem_%s"  # 首次合成成功给本职业物品记录,参数为(合成ID)
Def_PDict_DownloadAwardState = "DownloadAwardState"  # 分包包下载奖励状态 0-未领 >0-已领奖励编号
Def_PDict_DownloadPatchAward = "DownloadPatchAward"  # 更新包下载奖励状态 0-未领 >0-已领奖励编号
@@ -3645,12 +3615,6 @@
Def_PDict_LingQiTrainLV = "LingQiTrainLV_%s_%s" # 培养等阶,参数为(place, 培养类型)
Def_PDict_LingQiTrainItemCount = "LingQiTrainItemCount_%s_%s" # 培养当前阶已吃培养丹个数,参数为(place, 培养类型)
# 百战之地
Def_PDict_BZZD_TotalFightExp = "BZZD_TExp" # 最后一次进入副本挑战获得总经验, 领取多倍奖励时用
Def_PDict_BZZD_TotalFightExpPoint = "BZZD_TExpPoint" # 最后一次进入副本挑战获得总经验点, 领取多倍奖励时用
Def_PDict_BZZD_HistoryEnterCnt = "BZZD_HistoryEnterCnt" # 历史进入总次数
Def_PDict_BZZD_NeedReduceExpBuff = "BZZD_NeedReduceExpBuff" # 是否需要扣除层级经验加成buff
# 公共CD副本扫荡
Def_PDict_PubCDFBS_Time = "PCDFBS_%s_Time" # 开始扫荡时间, 参数(公共组编号)
Def_PDict_PubCDFBS_MapID = "PCDFBS_%s_MID" # 扫荡的地图, 参数(公共组编号)
@@ -3672,27 +3636,6 @@
#试炼之塔
Def_Player_Dict_TrialTower_PassLV = "TrialTower_PassLV"  # 试炼之塔通关层数
Def_Player_Dict_TrialTower_LastDayPassLV = "Tower_LastDayPassLV"  # 试炼之塔昨日通关层数
#天星塔
Def_Player_Dict_SkyTowerFloor = "SkyTowerFloor"  # 天星塔已通关层数
Def_Player_Dict_SkyTowerServerRecord = "SkyTowerServerRecord_%s"  # 天星塔全服挑战层领奖记录,参数(层)
#境界塔
Def_Player_Dict_RealmTowerFloor = "RealmTowerFloor"  # 已通关层数
#古神禁地
Def_Player_Dict_GodArea_Anger = "GodArea_Anger"  # 古神禁地怒气值
Def_Player_Dict_GodArea_LastAddAngerTime = "GodArea_LastAddAngerTime"  # 古神禁地上一次增加怒气值的时间
#上古战场
Def_Player_Dict_ElderBattlefieldStage = "ElderBattlefieldStage"  # 本次达到阶段
#仙盟宴会
Def_Player_Dict_FamilyPartyJoinSign = "FamilyPartyJoinSign"  # 今日参与宴会标记
Def_Player_Dict_FamilyPartyAnswerCnt = "FamilyPartyAnswerCnt"  # 答题数量
Def_Player_Dict_FamilyPartyCollectState = "FamilyPartyCollectState"  # 是否已采集
Def_Player_Dict_FamilyPartyTotalExp = "FamilyPartyTotalExp"  # 获得的总经验
Def_Player_Dict_FamilyPartyTotalExpPoint = "FamilyPartyTotalExpPoint"  # 获得的总经验点
Def_Player_Dict_FamilyPartyTotalPoint = "FamilyPartyTotalPoint"  # 获得的总仙盟贡献值
#仙盟打坐
Def_Player_Dict_FamilySitExpRound = "FamilySitExpRound"  # 已给经验轮次
@@ -3796,26 +3739,6 @@
#Boss首杀
Def_PDict_BossFirstKillState = "BossFirstKillState_%s" # boss首杀相关状态记录
#仙界盛典
Def_PDict_FairyCeremonyID = "FairyCeremonyID"  # 玩家身上的仙界盛典活动ID,唯一标识,取活动开始日期time值
Def_PDict_FCActionWorldLV = "FCActionWorldLV" #玩家身上的仙界盛典时的世界等级
Def_PDict_FCRechargeState = "FCRechargeState"  # 充值大礼状态 0-不可领 1-可领 2-已领取
Def_PDict_FCPartyCurCnt = "FCPartyCurCnt_%s" #全民来嗨活动当前完成次数 参数活动ID
Def_PDict_FCPartyCurPoint = "FCPartyCurPoint" #全民来嗨活动当前总点数
Def_PDict_FCPartyAwardRecord = "FCPartyAwardRecord" #全民来嗨活动领奖记录
Def_PDict_FCCTGRMBTotal = "FCCTGRMBTotal"  # 绝版降临总累计充值元
Def_PDict_FCFireworksBuyCount = "FCFireworksBuyCount"  # 高级烟花已购买次数
Def_PDict_FCFireworksScore = "FCFireworksScore"  # 总烟花积分,含普通烟花
#新仙界盛典
Def_PDict_NewFairyCeremonyID = "NewFairyCeremonyID"  # 玩家身上的仙界盛典活动ID,唯一标识,取活动开始日期time值
Def_PDict_NewFCActionWorldLV = "NewFCActionWorldLV" #玩家身上的仙界盛典时的世界等级
Def_PDict_NewFCRechargeState = "NewFCRechargeState"  # 充值大礼状态 0-不可领 1-可领 2-已领取
Def_PDict_NewFCPartyCurCnt = "NewFCPartyCurCnt_%s" #全民来嗨活动当前完成次数 参数活动ID
Def_PDict_NewFCPartyCurPoint = "NewFCPartyCurPoint" #全民来嗨活动当前总点数
Def_PDict_NewFCPartyAwardRecord = "NewFCPartyAwardRecord" #全民来嗨活动领奖记录
Def_PDict_NewFCCostGold = "NewFCCostGold"  # 绝版降临总累计消费仙玉
#限时抢购活动
Def_PDict_FlashSaleID = "FlashSaleID_%s"  # 玩家身上的限时抢购活动ID,唯一标识,取活动开始日期time,参数(活动编号)
Def_PDict_FlashSaleState = "FlashSaleState_%s"  # 玩家身上的限时抢购活动state,参数(活动编号)
@@ -3845,10 +3768,6 @@
Def_PDict_EmojiPackState = "EmojiPackState_%s"  # 表情包状态,参数(key编号)
Def_PDict_EmojiPackEndTime = "EmojiPackEndTime_%s"  # 到期时间戳,0为永久,参数(表情包ID)
#助战
Def_PDict_HelpBattleCheckInCount = "HelpBattleCheckInCount" #助战登记次数, 登记次数*10+今日是否登记过
Def_PDict_FBRealHelpCount = "FBRealHelpCount_%s" #副本真实助战次数,仅针对真实进去打的副本,参数mapID
#周狂欢
Def_PDict_WeekPartyActID = "WeekPartyActID"  # 玩家身上的活动ID,唯一标识,取活动开始日期time值
Def_PDict_WeekPartyID = "WeekPartyID"  # 玩家身上的活动ID,配置ID,用于补发上次活动用
@@ -3870,9 +3789,6 @@
Def_PDict_LoginAwardCurTimes = "LoginAwardCurTimes_%s_%s" #当前完成次数 参数(第X天,模板ID)
Def_PDict_LoginAwardGotTimes = "LoginAwardGotTimes_%s_%s" #当前已领次数 参数(第X天,模板ID)
Def_PDict_LoginAwardWorldLV = "LoginAwardWorldLV%s" #活动开启时世界等级参数(第X天)
#诛仙BOSS
Def_PDict_ZhuXianBossHelpCnt = "ZhuXianBossHelpCnt"  # 协助次数
#boss历练
Def_PDict_BossTrialRecycleState = "BossTrialRecycleState"  # 活动物品回收状态,该活动所有的本服、跨服活动结束才回收 1-标记等待回收;2-已回收过
@@ -4068,23 +3984,9 @@
Def_PDict_Rune_HoleOpenState = "Rune_HoleOpenState"  # 符印解锁状态
Def_PDict_Rune_Data = "Rune_Data_%s"  # 符印镶嵌数据, 参数(第几孔)
# 聚魂
Def_PDict_GatherSoulHoleData = "GatherSoulHoleData_%s"  # 聚魂镶嵌数据, 参数(第几孔)
# 新聚魂
Def_PDict_GatherTheSoulHoleID = "GatherTheSoulHoleID_%s"  # 聚魂镶嵌ID, 参数(孔编号)
Def_PDict_GatherTheSoulLV = "GatherTheSoulLV_%s"  # 聚魂等级, 参数(聚魂ID)
# 副本 Def_PDictType_FB
Def_PDict_LastEnterFBPropertyID = "LastEnterFBPropertyID_%s"  # 上次进入副本的propertyID%s副本id
Def_PDict_LastEnterFBTick = "LastEnterFBTick_%s"  # 上次进入副本的时间%s副本id
# 仙盟boss
Def_PDict_FamilyBossHurtValue = "FamilyBossHurtValue" # 仙盟boss个人总伤血,求余亿部分
Def_PDict_FamilyBossHurtValuePoint = "FamilyBossHurtValuePoint" # 仙盟boss个人总伤血,整除亿部分
Def_PDict_FamilyBossFightSeconds = "FamilyBossFightSeconds" # 仙盟boss个人已战斗时长,秒
Def_PDict_FamilyBossHurtAward = "FamilyBossHurtAward" # 仙盟boss个人总伤血领奖记录
Def_PDict_FamilyBossHurtAwardFamily = "FamilyBossHurtAwardFamily" # 仙盟boss仙盟总伤血领奖记录
# 战斗力 Def_PDictType_FightPower
Def_PDict_FightPower_Highest = "FightPower_Highest"  # 历史最高总战斗力
@@ -4153,11 +4055,6 @@
Def_PDict_TTL_TaskAwardRecord = "TTL_TaskAwardRecord_%s" # 通天任务领奖记录,参数(key编号),按索引位存储0-未领,1-已领
Def_PDict_TTL_DailyTaskPointToday = "TTL_DailyTaskPointToday" # 每日通天任务每日可获得积分点上限
# 大师 Def_PDictType_GreatMaster
Def_PDict_Master_Exp = "Master_Exp" # 当前大师经验
Def_PDict_Master_ExpPoint = "Master_ExpPoint" # 当前大师经验点
Def_PDict_Master_FreeSkillPoint = "Master_FreeSkillPoint" # 当前剩余大师技能点
# 跨服竞技场
Def_PDict_CrossPK_TotalScore = "CrossPK_TotalScore" # 当前总积分
Def_PDict_CrossPK_DanLV = "CrossPK_DanLV" # 当前段位
@@ -4188,13 +4085,6 @@
Def_PDict_LuckyCloudBuy_RoundID = "LuckyCloudBuy_RoundID" # 本轮标识ID
Def_PDict_LuckyCloudBuy_BuyCount = "LuckyCloudBuy_BuyCount" # 本轮已购买份数
# 跨服战场
Def_PDict_Battlefield_EnterCountWeek = "CBF_EnterCountWeek" # 进入总次数 - 周
Def_PDict_Battlefield_BuyOpenCountToday = "CBF_BuyOpenCountToday" # 已购买召集总次数 - 日
Def_PDict_Battlefield_BuyOpenCountWeek = "CBF_BuyOpenCountWeek" # 已购买召集总次数 - 周
Def_PDict_Battlefield_HighScoreToday = "CBF_HighScoreToday" # 今日最高积分
Def_PDict_Battlefield_HighScoreTotalWeek = "CBF_HighScoreTotalWeek" # 每日最高分累加总分 - 周
#自动战斗设置记录
Def_PDict_AutoFightSetting = "AFSetting_%s_%s"
@@ -4222,42 +4112,8 @@
Def_PDict_RealmTaskAwardState = "RealmTaskAwardState" #境界渡劫条件领奖状态,按二进制位存储是否已领取
Def_PDict_RealmTaskValue = "RealmTaskValue_%s" #境界渡劫任务需要记录值,参数(任务ID)
#法宝
Def_PDict_MagicWeaponIsWear = "MagicWeaponIsWear_%s" #法宝佩戴状态 参数法宝ID
Def_PDict_XBXZAwardRecord = "XBXZAwardRecord_%s" #仙宝寻主领奖记录 参数ID
Def_PDict_MagicWeaponLV = "MagicWeaponLV_%s" #法宝等级 参数法宝ID
Def_PDict_MagicWeaponUpExp = "MagicWeaponUpExp_%s" #法宝升级经验 参数法宝ID
Def_PDict_MWFBPassLevel = "MWFBPassLevel_%s" #法宝副本通关关卡 参数(法宝ID)
#炼丹炉
Def_PDict_AlchemyLV = "AlchemyLV" #炼丹等级
Def_PDict_AlchemyExp = "AlchemyExp" #炼丹经验
Def_PDict_AlchemyLearnState = "AlchemyLearnState%s" #丹方是否已学习
Def_PDict_AlchemyItemID = "AlchemyItemID_%s" #炼丹中的丹药ID  参数丹药类型
Def_PDict_AlchemyStartTime = "AlchemyStartTime_%s" #炼丹开始时间    参数丹药ID
Def_PDict_AlchemyTimes = "AlchemyTimes_%s" #本次炼丹几次    参数丹药ID
Def_PDict_AlchemyCnt = "AlchemyCnt%s" #丹药炼丹次数
Def_PDict_AlchemyPrayCnt = "AlchemyPrayCnt" #炼丹祈福次数
Def_PDict_GFPassiveIndex = "GFP_%s_%s"   # 被动功法 页数-索引
Def_PDict_GFPassivePage = "GFPPage"   # 被动功法选中页数
# 挂机收益
Def_PDict_GuajiCalcTime = "GuajiCalcTime"   # 上次统计收益时间戳
Def_PDict_GuajiAwardSeconds = "GuajiAwardSeconds"   # 已累计收益时长,秒
Def_PDict_GuajiQuickCount = "GuajiQuickCount"   # 今日已快速收益次数
Def_PDict_GuajiExp = "GuajiExp"   # 经验
Def_PDict_GuajiExpPoint = "GuajiExpPoint"   # 经验超过E部分
Def_PDict_GuajiMoneyType = "GuajiMoneyType_%s" # 获得货币类型,参数(索引)
Def_PDict_GuajiMoneyValue = "GuajiMoneyValue_%s" # 获得货币值,参数(索引)
Def_PDict_GuajiMoneyUnSeconds = "GuajiMoneyUnSeconds_%s" # 计算获得货币值时未处理收益的累计时长,秒,参数(货币类型)
Def_PDict_GuajiItemUnSeconds = "GuajiItemUnSeconds" # 计算获得物品次数时未处理收益的累计时长,秒
Def_PDict_GuajiItemID = "GuajiItemID_%s" # 获得物品ID,参数(索引)
Def_PDict_GuajiItemCount = "GuajiItemCount_%s" # 获得物品个数,参数(索引)
#仙魔之争
Def_PDict_XMZZLastStartTime = "XMZZLastStartTime" #上次开始战斗时间
#套装
Def_PDict_EquipPartSuiteLV = "EQPartSuiteLV_%s_%s" #部位套装等级 参数 部位、套装类型
@@ -4271,27 +4127,9 @@
Def_PDict_TotalEquipStar = "TotalEquipStar" #装备部位星数总数
Def_PDict_EquipPartStar = "EQPartStar_%s" #装备部位星数 参数 装备背包格子索引
#缥缈仙域
Def_PDict_FairyDomainState = "FairyDomainState" #是否寻访中  0未寻访 1寻访中 2任务标记可寻访
Def_PDict_FairyDomainEventState = "FairyDomainEventState%s" #单个事件状态1-未拜访  2-拜访中 3-已拜访   参数事件ID
Def_PDict_FairyDomainEventID = "FairyDomainEventID%s" #事件ID 参数第n个事件
Def_PDict_FairyDomainEnergy = "FairyDomainEnergy" #体力值
Def_PDict_FairyDomainVisitCnt = "FairyDomainVisitCnt" #寻访总次数
Def_PDict_FairyAdventuresData = "FairyAdventuresData_%s" #奇遇数值 唯一ID*100+档位 参数事件ID
Def_PDict_FairyDomainEventAppearCnt = "FDEventAppearCnt%s" #事件出现次数 参数事件ID  AAABBB BBB:小时段出现次数 AAA:今日出现次数
#草园
Def_PDict_GrasslandNPCCount = "GrasslandNPCCount_%s" #草园NPCID个数,参数NPCID
Def_PDict_GrasslandDropCount = "GrasslandDropCount_%s" #草园掉落统计,参数编号,记录格式 itemID*100+dropCount
#五行专精
Def_PDict_SkillElementID = "SkillElementID%s" #主技能选择的专精技能 参数主技能ID
Def_PDict_SkillElementLV = "SkillElementLV%s" #专精技能技能等级  参数技能ID
#协助
Def_PDict_GetThanksGiftCount = "GetThanksGiftCount_%s" # 协助方今日接收该感谢礼盒次数,参数(礼盒物品ID)
Def_PDict_TodayAssistMoney = "TodayAssistMoney" # 今日已获得协助货币奖励
Def_PDict_TodayAssistMoneySocial = "TodayAssistMoneySocial" # 今日已获得协助货币 社交关系额外加成
#竞技场
Def_PDict_ArenaOSSeasonState = "ArenaOSSeasonState" # 开服前定制X天赛季状态  0-未比赛过,1-进行中,>1结算时的开服天
@@ -4332,6 +4170,8 @@
Def_PDict_TreeLVUPState = "TreeLVUPState" # 仙树升级状态;0-未升级;1-升级中
Def_PDict_TreeLVUPRemainTime = "TreeLVUPRemainTime" # 仙树升级剩余时间,秒
Def_PDict_TreeLVUPRefreshTime = "TreeLVUPRefreshTime" # 仙树升级上次刷新时间戳
Def_PDict_TreeFreeTimeCnt = "TreeFreeTimeCnt" # 今日已领取免费减时次数,过天重置
Def_PDict_TreeFreeTimeLast = "TreeFreeTimeLast" # 今日上次领取免费减时时间戳,过天重置
#任务,每个任务组有且仅有一个进行中的任务
Def_PDict_TaskIDLast = "TaskIDLast_%s" # 上一次完成的任务ID,参数(任务组)
@@ -4357,291 +4197,23 @@
#武将
Def_PDict_HeroSkin = "HeroSkin_%s" # 武将皮肤解锁状态,按皮肤索引二进制存储,参数(武将ID)
Def_PDict_HeroBook = "HeroBook_%s" # 武将图鉴激活等级,参数(武将ID) cccbbba a-初始激活状态1-英雄激活,2-初始图鉴激活; bbb-存星级图鉴激活等级;ccc-存突破图鉴激活等级
Def_PDict_HeroAwakeRebirthCnt = "HeroAwakeRebirthCnt" # 已觉醒过的武将今日已重生次数,共享次数
#主线
Def_PDict_UnXiantaoCntExp = "UnXiantaoCntExp" # 累计未结算经验的战锤数
Def_PDict_UnXiantaoCntEquip = "UnXiantaoCntEquip" # 累计未结算掉落的战锤数
Def_PDict_UnXiantaoCntEquip = "UnXiantaoCntEquip" # 累计未结算装备掉落的战锤数
Def_PDict_UnXiantaoCntBooty = "UnXiantaoCntBooty_%s" # 累计未结算战利品掉落的战锤数,参数(itemID)
Def_PDict_BootyDropToday = "BootyDropToday_%s" # 今日已累计掉落战利品数量,参数(itemID)
#-------------------------------------------------------------------------------
#可以从07 41封包购买的背包类型,和对应字典{背包类型:[字典key, 默认格子数]}
#字典值列表枚举,废弃默认格子数枚举,改为读配置
[
Def_PlayerPackDict_Index_Key,      # 字典可以
] = range(0, 1)
Def_Type_CanBuyPack_PlayerDict = {
                                  #IPY_GameWorld.rptPetCabinetPet:[
                                  #     Def_Player_Dict_CabinetCount_Pet,
                                  #     Def_PackCnt_Fashion],
                                  #IPY_GameWorld.rptCabinetWeaponCoat:[
                                  #     Def_Player_Dict_CabinetCount_WeaponCoat,
                                  #     Def_PackCnt_WeaponCoat],
                                  #IPY_GameWorld.rptCabinetDressCoat:[
                                  #     Def_Player_Dict_CabinetCount_DressCoat,
                                  #     Def_PackCnt_Fashion],
                                  #IPY_GameWorld.rptCabinetHorse:[
                                  #     Def_Player_Dict_CabinetCount_Horse,
                                  #     Def_PackCnt_Fashion],
                                  IPY_GameWorld.rptItem:[
                                       Def_Player_Dict_PackCount_Item,
                                       0],
                                  IPY_GameWorld.rptWarehouse:[
                                       Def_Player_Dict_PackCount_Warehouse,
                                       0],
                                  ShareDefine.rptHero:[
                                       Def_Player_Dict_PackCount_Hero,
                                       0],
                                  #IPY_GameWorld.rptFineSoulSlot:[
                                  #     Def_PDict_PackCount_FineSoul,
                                  #     Def_PlayerFirstLoginOpenFineSoulSlot],
                                }
#-------------------------------------------------------------------------------
#物品效果(ID或指定类型)对应的属性计算信息 {效果(ID/指定类型):[[属性索引, ...], 是否基础属性,(非)线性]}
#对应 Def_Calc_AllAttrType_MAX
ItemEffect_AttrDict = {
    #基础属性
    ShareDefine.Def_Effect_Metal:[[TYPE_Calc_Metal], True, TYPE_Linear],
    ShareDefine.Def_Effect_Wood:[[TYPE_Calc_Wood], True, TYPE_Linear],
    ShareDefine.Def_Effect_Water:[[TYPE_Calc_Water], True, TYPE_Linear],
    ShareDefine.Def_Effect_Fire:[[TYPE_Calc_Fire], True, TYPE_Linear],
    ShareDefine.Def_Effect_Earth:[[TYPE_Calc_Earth], True, TYPE_Linear],
    #战斗线性
    ShareDefine.Def_Effect_MaxHP:[[TYPE_Calc_AttrMaxHP], False, TYPE_Linear],      # 最大血量
    ShareDefine.Def_Effect_MaxMP:[[TYPE_Calc_AttrMaxMP], False, TYPE_Linear],
    ShareDefine.Def_Effect_Def:[[TYPE_Calc_AttrDEF], False, TYPE_Linear],
    ShareDefine.Def_Effect_Miss:[[TYPE_Calc_AttrMiss], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitRate:[[TYPE_Calc_SuperHitRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHit:[[TYPE_Calc_SuperHit], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitReduce:[[TYPE_Calc_SuperHitReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_Hit:[[TYPE_Calc_AttrHit], False, TYPE_Linear],
    ShareDefine.Def_Effect_MinAtk:[[TYPE_Calc_AttrATKMin], False, TYPE_Linear],
    ShareDefine.Def_Effect_MaxAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear],
    ShareDefine.Def_Effect_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
    #ShareDefine.Def_Effect_Atk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
    #                             TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
    ShareDefine.Def_Effect_AddAtk:[[TYPE_Calc_AttrATKMax], False, TYPE_Linear],
    #ShareDefine.Def_Effect_AddAtk:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_Linear],
    #ShareDefine.Def_Effect_AddMAtk:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_Linear],
    ShareDefine.Def_Effect_AtkSpeed:[[TYPE_Calc_AttrAtkSpeed], False, TYPE_Linear],
    ShareDefine.Def_Effect_ToxinDef:[[TYPE_Calc_AttrPoisonDef], False, TYPE_Linear],
    ShareDefine.Def_Effect_ThunderDef:[[TYPE_Calc_AttrThunderDef], False, TYPE_Linear],
    ShareDefine.Def_Effect_IgnoreDefRate:[[TYPE_Calc_IgnoreDefRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamBackPer:[[TYPE_Calc_DamBackPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_GreatHit:[[TYPE_Calc_GreatHit], False, TYPE_Linear],
    ShareDefine.Def_Effect_LuckyHit:[[TYPE_Calc_LuckyHit], False, TYPE_Linear],
    ShareDefine.Def_Effect_LuckyHitRate:[[TYPE_Calc_LuckyHitRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_Luck:[[TYPE_Calc_Luck], False, TYPE_Linear],
    ShareDefine.Def_Effect_ReduceSkillCDPer:[[TYPE_Calc_ReduceSkillCDPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_IceAtk:[[TYPE_Calc_AttrIceAtk], False, TYPE_Linear],
    ShareDefine.Def_Effect_IceDef:[[TYPE_Calc_AttrIceDef], False, TYPE_Linear],
    ShareDefine.Def_Effect_HPRestore:[[TYPE_Calc_HPRestorePer], False, TYPE_Linear],
    ShareDefine.Def_Effect_DropMoneyPer:[[TYPE_Calc_DropMoneyPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_FightExpRate:[[TYPE_Calc_AttrFightExpRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_SkillAtkRate:[[TYPE_Calc_SkillAtkRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_SkillAtkRateReduce:[[TYPE_Calc_SkillAtkRateReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePVP:[[TYPE_Calc_DamagePVP], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePVPReduce:[[TYPE_Calc_DamagePVPReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePerPVP:[[TYPE_Calc_DamagePerPVP], False, TYPE_Linear],
    ShareDefine.Def_Effect_DamagePerPVPReduce:[[TYPE_Calc_DamagePerPVPReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_BleedDamage:[[TYPE_Calc_BleedDamage], False, TYPE_Linear],
    ShareDefine.Def_Effect_NPCHurtAddPer:[[TYPE_Calc_NPCHurtAddPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_JobAHurtAddPer:[[TYPE_Calc_JobAHurtAddPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_JobBHurtAddPer:[[TYPE_Calc_JobBHurtAddPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_JobCHurtAddPer:[[TYPE_Calc_JobCHurtAddPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_JobAAtkReducePer:[[TYPE_Calc_JobAAtkReducePer], False, TYPE_Linear],
    ShareDefine.Def_Effect_JobBAtkReducePer:[[TYPE_Calc_JobBAtkReducePer], False, TYPE_Linear],
    ShareDefine.Def_Effect_JobCAtkReducePer:[[TYPE_Calc_JobCAtkReducePer], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_FinalHurt:[[TYPE_Calc_FinalHurt], False, TYPE_Linear],
    ShareDefine.Def_Effect_FinalHurtReduce:[[TYPE_Calc_FinalHurtReduce], False, TYPE_Linear],
    ShareDefine.Def_Effect_Speed:[[TYPE_Calc_AttrSpeed], False, TYPE_Linear],
    ShareDefine.Def_Effect_PetSkillAtkRate:[[TYPE_Calc_PetSkillAtkRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_OnlyFinalHurt:[[TYPE_Calc_OnlyFinalHurt], False, TYPE_Linear],
    ShareDefine.Def_Effect_PVPAtkBackHP:[[TYPE_Calc_PVPAtkBackHP], False, TYPE_Linear],
    ShareDefine.Def_Effect_NormalHurt:[[TYPE_Calc_NormalHurt], False, TYPE_Linear],
    ShareDefine.Def_Effect_NormalHurtPer:[[TYPE_Calc_NormalHurtPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_FabaoHurt:[[TYPE_Calc_FabaoHurt], False, TYPE_Linear],
    ShareDefine.Def_Effect_FabaoHurtPer:[[TYPE_Calc_FabaoHurtPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitRateReduce:[[TYPE_Calc_SuperHitRateReduce], False, TYPE_Linear], # 暴击概率抗性
    ShareDefine.Def_Effect_DamagePVE:[[TYPE_Calc_DamagePVE], False, TYPE_Linear],  # PVE固定伤害
    ShareDefine.Def_Effect_BossFinalHurtPer:[[TYPE_Calc_BossFinalHurtPer], False, TYPE_Linear],   # Boss最终伤害万分率
    ShareDefine.Def_Effect_FinalHurtPer:[[TYPE_Calc_FinalHurtPer], False, TYPE_Linear],   # 最终伤害万分率
    ShareDefine.Def_Effect_FinalHurtReducePer:[[TYPE_Calc_FinalHurtReducePer], False, TYPE_Linear],   # 最终伤害减少万分
    ShareDefine.Def_Effect_YinjiTime:[[TYPE_Calc_YinjiTime], False, TYPE_Linear],   # 每X秒自动消失一个印记
    ShareDefine.Def_Effect_TheFBSkillsCD:[[TYPE_Calc_TheFBSkillsCD], False, TYPE_Linear],   # 减少指定技能组CD XX%
    ShareDefine.Def_Effect_BurnValue:[[TYPE_Calc_BurnValue], False, TYPE_Linear],   # 灼烧固定伤害
    ShareDefine.Def_Effect_BurnTimePer:[[TYPE_Calc_BurnTimePer], False, TYPE_Linear],   # 延长灼烧时间百分比
    ShareDefine.Def_Effect_SubSpeedPer:[[TYPE_Calc_SubSpeedPer], False, TYPE_Linear],   # 减移动速度百分比
    ShareDefine.Def_Effect_SkillAddPer1:[[TYPE_Calc_SkillAddPer1], False, TYPE_Linear],   # 技能伤害增强1
    ShareDefine.Def_Effect_SkillAddPer2:[[TYPE_Calc_SkillAddPer2], False, TYPE_Linear],   # 技能伤害增强2
    ShareDefine.Def_Effect_SkillAddPer3:[[TYPE_Calc_SkillAddPer3], False, TYPE_Linear],   # 技能伤害增强3
    ShareDefine.Def_Effect_SkillAddPer4:[[TYPE_Calc_SkillAddPer4], False, TYPE_Linear],   # 技能伤害增强4
    ShareDefine.Def_Effect_SkillAddPer5:[[TYPE_Calc_SkillAddPer5], False, TYPE_Linear],   # 技能伤害增强5
    ShareDefine.Def_Effect_SkillAddPer6:[[TYPE_Calc_SkillAddPer6], False, TYPE_Linear],   # 技能伤害增强6
    ShareDefine.Def_Effect_SkillAddPer7:[[TYPE_Calc_SkillAddPer7], False, TYPE_Linear],   # 技能伤害增强7
    ShareDefine.Def_Effect_SkillReducePer1:[[TYPE_Calc_SkillReducePer1], False, TYPE_Linear],   # 受到技能伤害减少1
    ShareDefine.Def_Effect_SkillReducePer2:[[TYPE_Calc_SkillReducePer2], False, TYPE_Linear],   # 受到技能伤害减少2
    ShareDefine.Def_Effect_SkillReducePer3:[[TYPE_Calc_SkillReducePer3], False, TYPE_Linear],   # 受到技能伤害减少3
    ShareDefine.Def_Effect_SkillReducePer4:[[TYPE_Calc_SkillReducePer4], False, TYPE_Linear],   # 受到技能伤害减少4
    ShareDefine.Def_Effect_SkillReducePer5:[[TYPE_Calc_SkillReducePer5], False, TYPE_Linear],   # 受到技能伤害减少5
    ShareDefine.Def_Effect_SkillReducePer6:[[TYPE_Calc_SkillReducePer6], False, TYPE_Linear],   # 受到技能伤害减少6
    ShareDefine.Def_Effect_SkillReducePer7:[[TYPE_Calc_SkillReducePer7], False, TYPE_Linear],   # 受到技能伤害减少7
    ShareDefine.Def_Effect_AffairSpeedPer:[[TYPE_Calc_AffairSpeedPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_FamilyBossHurtPer:[[TYPE_Calc_FamilyBossHurtPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_FamilyWarHPPer:[[TYPE_Calc_FamilyWarHPPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_FamilyWarAtkPer:[[TYPE_Calc_FamilyWarAtkPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_FamilySitExpPer:[[TYPE_Calc_FamilySitExpPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_ComboDefRate:[[TYPE_Calc_ComboDefRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_AtkBackRate:[[TYPE_Calc_AtkBackRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_AtkBackDefRate:[[TYPE_Calc_AtkBackDefRate], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuckHPPer:[[TYPE_Calc_SuckHPPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuckHPDefPer:[[TYPE_Calc_SuckHPDefPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_CurePer:[[TYPE_Calc_CurePer], False, TYPE_Linear],
    ShareDefine.Def_Effect_CureDefPer:[[TYPE_Calc_CureDefPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_PetStrengthenPer:[[TYPE_Calc_PetStrengthenPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_PetWeakenPer:[[TYPE_Calc_PetWeakenPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitHurtPer:[[TYPE_Calc_SuperHitHurtPer], False, TYPE_Linear],
    ShareDefine.Def_Effect_SuperHitHurtDefPer:[[TYPE_Calc_SuperHitHurtDefPer], False, TYPE_Linear],
    #战斗非线性
    ShareDefine.Def_Effect_SuperHitPer:[[TYPE_Calc_SuperHit], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_LuckyHitPer:[[TYPE_Calc_LuckyHit], False, TYPE_NoLinear], # 会心一击伤害百分比
    ShareDefine.Def_Effect_MaxHPPer:[[TYPE_Calc_AttrMaxHP], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_DefPer:[[TYPE_Calc_AttrDEF], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_HitRate:[[TYPE_Calc_AttrHit], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_MissRate:[[TYPE_Calc_AttrMiss], False, TYPE_NoLinear],
    #ShareDefine.Def_Effect_AddMAtkByPer:[[TYPE_Calc_AttrMATKMin, TYPE_Calc_AttrMATKMax], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_AddAtkByPer:[[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_SpeedPer:[[TYPE_Calc_AttrSpeed], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_LuckPer:[[TYPE_Calc_Luck], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_IceAtkPer:[[TYPE_Calc_AttrIceAtk], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_IceDefPer:[[TYPE_Calc_AttrIceDef], False, TYPE_NoLinear],
    #功能交叉影响的战斗非线性
    ShareDefine.Def_Effect_BaseAtkAddPer:[[TYPE_Calc_BaseAtkAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_BaseMaxHPAddPer:[[TYPE_Calc_BaseMaxHPAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_BaseDefAddPer:[[TYPE_Calc_BaseDefAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_BaseHitAddPer:[[TYPE_Calc_BaseHitAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_BaseMissAddPer:[[TYPE_Calc_BaseMissAddPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FaQiMaxHPPer:[[TYPE_Calc_FaQiMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FaQiAtkPer:[[TYPE_Calc_FaQiAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FaQiDefPer:[[TYPE_Calc_FaQiDefPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_GodWeaponMaxHPPer:[[TYPE_Calc_GodWeaponMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_GodWeaponAtkPer:[[TYPE_Calc_GodWeaponAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_StoneMaxHPPer:[[TYPE_Calc_StoneMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_StoneAtkPer:[[TYPE_Calc_StoneAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_StoneBasePer:[[TYPE_Calc_StoneBasePer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_RealmBasePer:[[TYPE_Calc_RealmBasePer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_HorseAtkPer:[[TYPE_Calc_HorseAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_HorseMaxHPPer:[[TYPE_Calc_HorseMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_HorseTrainAttrPer:[[TYPE_Calc_HorseTrainAttrPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_HorseSkinMaxHPPer:[[TYPE_Calc_HorseSkinMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_HorseSkinAtkPer:[[TYPE_Calc_HorseSkinAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_HorseSkinDefPer:[[TYPE_Calc_HorseSkinDefPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_PetTrainAttrPer:[[TYPE_Calc_PetTrainAttrPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_GuardTrainAttrPer:[[TYPE_Calc_GuardTrainAttrPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_WingTrainAttrPer:[[TYPE_Calc_WingTrainAttrPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_PeerlessWeaponTrainAttrPer:[[TYPE_Calc_PeerlessWeaponTrainAttrPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_PeerlessWeapon2TrainAttrPer:[[TYPE_Calc_PeerlessWeapon2TrainAttrPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_LianTiAttrPer:[[TYPE_Calc_LianTiAttrPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_WingHPPer:[[TYPE_Calc_WingHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_SuiteBasePer:[[TYPE_Calc_SuiteBasePer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_PlusBaseAtkPer:[[TYPE_Calc_PlusBaseAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_TitleMaxHPPer:[[TYPE_Calc_TitleMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_TitleAtkPer:[[TYPE_Calc_TitleAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_TitleDefPer:[[TYPE_Calc_TitleDefPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FaceMaxHPPer:[[TYPE_Calc_FaceMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FaceAtkPer:[[TYPE_Calc_FaceAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FaceDefPer:[[TYPE_Calc_FaceDefPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FacePicMaxHPPer:[[TYPE_Calc_FacePicMaxHPPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FacePicAtkPer:[[TYPE_Calc_FacePicAtkPer], False, TYPE_NoLinear],
    ShareDefine.Def_Effect_FacePicDefPer:[[TYPE_Calc_FacePicDefPer], False, TYPE_NoLinear],
    }
ItemEffect_AttrDict = {}
# 各功能点交叉非线性属性影响提升
# 注:该非线性层使用的基值是功能点战斗属性;而上面的非线性层使用的基值是当前角色的实际战斗属性
FuncNoLinearAttrDict = {
                        TYPE_Calc_BaseAtkAddPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_BaseMaxHPAddPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_BaseDefAddPer:[TYPE_Calc_AttrDEF],
                        TYPE_Calc_BaseHitAddPer:[TYPE_Calc_AttrHit],
                        TYPE_Calc_BaseMissAddPer:[TYPE_Calc_AttrMiss],
                        TYPE_Calc_FaQiMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_FaQiAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_FaQiDefPer:[TYPE_Calc_AttrDEF],
                        TYPE_Calc_GodWeaponMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_GodWeaponAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_StoneMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_StoneAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_StoneBasePer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_RealmBasePer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_HorseAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_HorseMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_HorseTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_PetTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_HorseSkinMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_HorseSkinAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_HorseSkinDefPer:[TYPE_Calc_AttrDEF],
                        TYPE_Calc_TitleMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_TitleAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_TitleDefPer:[TYPE_Calc_AttrDEF],
                        TYPE_Calc_FaceMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_FaceAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_FaceDefPer:[TYPE_Calc_AttrDEF],
                        TYPE_Calc_FacePicMaxHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_FacePicAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        TYPE_Calc_FacePicDefPer:[TYPE_Calc_AttrDEF],
                        TYPE_Calc_WingTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_GuardTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_PeerlessWeaponTrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_PeerlessWeapon2TrainAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_LianTiAttrPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                 TYPE_Calc_AttrMaxHP, TYPE_Calc_AttrDEF],
                        TYPE_Calc_WingHPPer:[TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_SuiteBasePer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax,
                                                TYPE_Calc_AttrMaxHP],
                        TYPE_Calc_PlusBaseAtkPer:[TYPE_Calc_AttrATKMin, TYPE_Calc_AttrATKMax],
                        }
# 对装备基础属性加成配置 {属性ID:[影响部位信息, [影响的计算属性列表]], ...}
# 影响部位信息: 大于0-指定部位; -1-所有部位; -2-基础部位
EquipBassAttrAddInfoSet = {
   ShareDefine.Def_Effect_EquipBaseAddPer:      [-1, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_BaseEquipAddPer:      [-2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_BaseEquipAtkAddPer:           [-2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
   ShareDefine.Def_Effect_BaseEquipMaxHPAddPer:         [-2, [ShareDefine.Def_Effect_MaxHP]],
   ShareDefine.Def_Effect_WeaponAddPer:         [ShareDefine.retWeapon, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
   ShareDefine.Def_Effect_Weapon2AddPer:        [ShareDefine.retWeapon2, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
   ShareDefine.Def_Effect_BeltAddPer:           [ShareDefine.retBelt, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
   ShareDefine.Def_Effect_GloveAddPer:          [ShareDefine.retGlove, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk]],
   ShareDefine.Def_Effect_ClothesAddPer:        [ShareDefine.retClothes, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_HatAddPer:            [ShareDefine.retHat, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_TrousersAddPer:       [ShareDefine.retTrousers, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_ShoesAddPer:          [ShareDefine.retShoes, [ShareDefine.Def_Effect_MaxHP, ShareDefine.Def_Effect_Def]],
   ShareDefine.Def_Effect_ShawlAddPer:          [ShareDefine.retShawl, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
   ShareDefine.Def_Effect_RingAddPer:           [ShareDefine.retRing, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
   ShareDefine.Def_Effect_NeckAddPer:           [ShareDefine.retNeck, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
   ShareDefine.Def_Effect_AmuletAddPer:         [ShareDefine.retAmulet, [ShareDefine.Def_Effect_Atk, ShareDefine.Def_Effect_MinAtk, ShareDefine.Def_Effect_MaxAtk, ShareDefine.Def_Effect_MaxHP]],
                           }
FuncNoLinearAttrDict = {}
# 指定地图生效的非线性属性配置
MapAttrInfoDict_Noline = {
@@ -4737,84 +4309,28 @@
Def_CalcAttrFunc_ChatBox, # 气泡框 65
) = range(66)
# 技能功能点列表  - 默认不算战力,不享受百分比加成,技能功能点暂时配置,之后优化技能属性逻辑后可去掉
CalcAttrFuncSkillList = [Def_CalcAttrFunc_HorseSkill, Def_CalcAttrFunc_PetSkill, Def_CalcAttrFunc_DogzBattleSkill]
# 不计算战力的功能点列表 - 由其他方式计算的战力的功能点,如装备用评分计算
CalcAttrFuncNoFightPowerList = [Def_CalcAttrFunc_Equip, Def_CalcAttrFunc_DogzEquip, Def_CalcAttrFunc_LingQiAttr]
#战斗力分组类型对应功能点属性分类索引列表,并不是一一对应的,有些战斗力类型可由多个功能点组成
#***注意***: 以下功能点需包含上面定义的所有功能点,不然会导致有些属性无法加上
MFPTypeAttrFuncIndexDict = {ShareDefine.Def_MFPType_Role:[Def_CalcAttrFunc_RoleBase],
                            ShareDefine.Def_MFPType_Equip:[Def_CalcAttrFunc_Equip],
                            ShareDefine.Def_MFPType_LingGen:[Def_CalcAttrFunc_LingGenQuailty, Def_CalcAttrFunc_LingGen],
                            ShareDefine.Def_MFPType_Star:[Def_CalcAttrFunc_Star],
                            ShareDefine.Def_MFPType_Plus:[Def_CalcAttrFunc_Plus],
                            ShareDefine.Def_MFPType_Stone:[Def_CalcAttrFunc_Stone],
                            ShareDefine.Def_MFPType_Enchant:[Def_CalcAttrFunc_Enchant],
                            ShareDefine.Def_MFPType_Gubao:[Def_CalcAttrFunc_Gubao, Def_CalcAttrFunc_GubaoResonance],
                            ShareDefine.Def_MFPType_Shentong:[Def_CalcAttrFunc_Shentong],
                            ShareDefine.Def_MFPType_LingQi:[Def_CalcAttrFunc_LingQi, Def_CalcAttrFunc_LingQiAttr, Def_CalcAttrFunc_LingQiJingLianAttr, Def_CalcAttrFunc_GuardTarin,
                                                            Def_CalcAttrFunc_WingTarin, Def_CalcAttrFunc_PeerlessWeaponTrain, Def_CalcAttrFunc_PeerlessWeapon2Train],
                            ShareDefine.Def_MFPType_Wash:[Def_CalcAttrFunc_Wash],
                            ShareDefine.Def_MFPType_Pet:[Def_CalcAttrFunc_Pet, Def_CalcAttrFunc_PetSign, Def_CalcAttrFunc_PetSkill, Def_CalcAttrFunc_PetSkin, Def_CalcAttrFunc_PetTarin, Def_CalcAttrFunc_PetStar],
                            ShareDefine.Def_MFPType_PetSoul:[Def_CalcAttrFunc_PetSoul],
                            ShareDefine.Def_MFPType_Horse:[Def_CalcAttrFunc_Horse, Def_CalcAttrFunc_HorseSkill, Def_CalcAttrFunc_HorseSkin, Def_CalcAttrFunc_HorseTarin, Def_CalcAttrFunc_HorseStar],
                            ShareDefine.Def_MFPType_HorseSoul:[Def_CalcAttrFunc_HorseSoul],
                            ShareDefine.Def_MFPType_FaQi:[Def_CalcAttrFunc_FaQi],
                            ShareDefine.Def_MFPType_Love:[Def_CalcAttrFunc_LoveRing, Def_CalcAttrFunc_LoveRingCouple],
                            ShareDefine.Def_MFPType_Charm:[Def_CalcAttrFunc_Charm],
                            ShareDefine.Def_MFPType_LianTi:[Def_CalcAttrFunc_LianTi],
                            ShareDefine.Def_MFPType_Prestige:[Def_CalcAttrFunc_Prestige],
                            ShareDefine.Def_MFPType_GodWeapon:[Def_CalcAttrFunc_GodWeapon],
                            ShareDefine.Def_MFPType_Dienstgrad:[Def_CalcAttrFunc_Dienstgrad, Def_CalcAttrFunc_TitleStar],
                            ShareDefine.Def_MFPType_Rune:[Def_CalcAttrFunc_Rune],
                            ShareDefine.Def_MFPType_MagicWeapon1:[Def_CalcAttrFunc_MagicWeapon1],
                            ShareDefine.Def_MFPType_MagicWeapon2:[Def_CalcAttrFunc_MagicWeapon2],
                            ShareDefine.Def_MFPType_MagicWeapon3:[Def_CalcAttrFunc_MagicWeapon3, Def_CalcAttrFunc_Stove, Def_CalcAttrFunc_VIP],
                            ShareDefine.Def_MFPType_MagicWeapon4:[Def_CalcAttrFunc_MagicWeapon4],
                            ShareDefine.Def_MFPType_StoveYao:[Def_CalcAttrFunc_StoveYao],
                            ShareDefine.Def_MFPType_GatherSoul:[Def_CalcAttrFunc_GatherSoul],
                            ShareDefine.Def_MFPType_GatherTheSoul:[Def_CalcAttrFunc_GatherTheSoul],
                            ShareDefine.Def_MFPType_Coat:[Def_CalcAttrFunc_Coat],
                            ShareDefine.Def_MFPType_Dogz:[Def_CalcAttrFunc_Dogz, Def_CalcAttrFunc_DogzEquip, Def_CalcAttrFunc_DogzEquipPlus, Def_CalcAttrFunc_DogzBattleSkill],
                            ShareDefine.Def_MFPType_FamilyZhenfa:[Def_CalcAttrFunc_FamilyZhenfa],
                            ShareDefine.Def_MFPType_Face:[Def_CalcAttrFunc_Face],
                            ShareDefine.Def_MFPType_FacePic:[Def_CalcAttrFunc_FacePic],
                            ShareDefine.Def_MFPType_ChatBox:[Def_CalcAttrFunc_ChatBox],
                            ShareDefine.Def_MFPType_Other:[Def_CalcAttrFunc_Success, Def_CalcAttrFunc_FamilyTech, Def_CalcAttrFunc_EquipDecompose],
                            }
MFPTypeName = {ShareDefine.Def_MFPType_Role:"角色", ShareDefine.Def_MFPType_LingGen:"灵根", ShareDefine.Def_MFPType_Equip:"装备", ShareDefine.Def_MFPType_Star:"升星",
               ShareDefine.Def_MFPType_Plus:"强化", ShareDefine.Def_MFPType_Stone:"宝石", ShareDefine.Def_MFPType_Wash:"洗练", ShareDefine.Def_MFPType_LingQi:"灵器",
               ShareDefine.Def_MFPType_Pet:"灵宠", ShareDefine.Def_MFPType_Horse:"坐骑", ShareDefine.Def_MFPType_Prestige:"境界", ShareDefine.Def_MFPType_GodWeapon:"神兵",
               ShareDefine.Def_MFPType_Dienstgrad:"称号", ShareDefine.Def_MFPType_Rune:"符印", ShareDefine.Def_MFPType_GatherSoul:"聚魂", ShareDefine.Def_MFPType_StoveYao:"丹药",
               ShareDefine.Def_MFPType_MagicWeapon1:"人族", ShareDefine.Def_MFPType_MagicWeapon2:"魔族", ShareDefine.Def_MFPType_MagicWeapon3:"仙族", ShareDefine.Def_MFPType_MagicWeapon4:"王者",
               ShareDefine.Def_MFPType_PetSoul:"宠魂", ShareDefine.Def_MFPType_HorseSoul:"骑魂", ShareDefine.Def_MFPType_FaQi:"法器", ShareDefine.Def_MFPType_Dogz:"神兽",
               ShareDefine.Def_MFPType_Coat:"时装", ShareDefine.Def_MFPType_Love:"情缘", ShareDefine.Def_MFPType_Charm:"魅力", ShareDefine.Def_MFPType_LianTi:"炼体",
               ShareDefine.Def_MFPType_Enchant:"附魔", ShareDefine.Def_MFPType_Gubao:"古宝", ShareDefine.Def_MFPType_Shentong:"神通", ShareDefine.Def_MFPType_FamilyZhenfa:"阵法",
               ShareDefine.Def_MFPType_GatherTheSoul:"聚魂新", ShareDefine.Def_MFPType_Face:"头像", ShareDefine.Def_MFPType_FacePic:"头像框", ShareDefine.Def_MFPType_ChatBox:"气泡框",
               ShareDefine.Def_MFPType_Other:"其他",
               }
FuncIndexName = {
                 Def_CalcAttrFunc_RoleBase:"角色基础", Def_CalcAttrFunc_LingGen:"灵根", Def_CalcAttrFunc_LingGenQuailty:"灵根品质", Def_CalcAttrFunc_Equip:"装备",
                 Def_CalcAttrFunc_Star:"升星", Def_CalcAttrFunc_Plus:"强化", Def_CalcAttrFunc_Stone:"宝石", Def_CalcAttrFunc_Wash:"洗练",
                 Def_CalcAttrFunc_LingQi:"灵器", Def_CalcAttrFunc_LingQiAttr:"灵器属性", Def_CalcAttrFunc_LingQiJingLianAttr:"灵器精炼", Def_CalcAttrFunc_Pet:"灵宠",
                 Def_CalcAttrFunc_Horse:"坐骑", Def_CalcAttrFunc_Prestige:"境界", Def_CalcAttrFunc_GodWeapon:"神兵", Def_CalcAttrFunc_Dienstgrad:"称号",
                 Def_CalcAttrFunc_Rune:"符印", Def_CalcAttrFunc_GatherSoul:"聚魂", Def_CalcAttrFunc_Success:"成就", Def_CalcAttrFunc_VIP:"VIP",
                 Def_CalcAttrFunc_Stove:"炼丹炉", Def_CalcAttrFunc_FamilyTech:"心法", Def_CalcAttrFunc_EquipDecompose:"装备分解", Def_CalcAttrFunc_PetSoul:"宠物魂石",
                 Def_CalcAttrFunc_HorseSoul:"坐骑魂石", Def_CalcAttrFunc_HorseSkill:"坐骑技能属性", Def_CalcAttrFunc_PetSkill:"宠物技能属性", Def_CalcAttrFunc_StoveYao:"炼丹炉丹药",
                 Def_CalcAttrFunc_PetSign:"宠物签到", Def_CalcAttrFunc_Dogz:"神兽", Def_CalcAttrFunc_DogzBattleSkill:"神兽技能", Def_CalcAttrFunc_DogzEquip:"神兽装备",
                 Def_CalcAttrFunc_DogzEquipPlus:"神兽强化", Def_CalcAttrFunc_Coat:"时装", Def_CalcAttrFunc_MagicWeapon1:"人族法宝属性",
                 Def_CalcAttrFunc_MagicWeapon2:"魔族法宝属性", Def_CalcAttrFunc_MagicWeapon3:"仙族法宝属性", Def_CalcAttrFunc_MagicWeapon4:"王者法宝属性", Def_CalcAttrFunc_HorseSkin:"坐骑觉醒",
                 Def_CalcAttrFunc_PetSkin:"灵宠觉醒", Def_CalcAttrFunc_HorseTarin:"坐骑培养", Def_CalcAttrFunc_PetTarin:"灵宠培养", Def_CalcAttrFunc_GuardTarin:"守护培养",
                 Def_CalcAttrFunc_WingTarin:"翅膀培养", Def_CalcAttrFunc_PeerlessWeaponTrain:"灭世培养", Def_CalcAttrFunc_PeerlessWeapon2Train:"噬魂培养", Def_CalcAttrFunc_FaQi:"法器",
                 Def_CalcAttrFunc_LoveRing:"情戒基础", Def_CalcAttrFunc_LoveRingCouple:"情戒仙侣", Def_CalcAttrFunc_Charm:"魅力", Def_CalcAttrFunc_LianTi:"炼体",
                 Def_CalcAttrFunc_Enchant:"附魔", Def_CalcAttrFunc_LingQiEnchant:"灵器附魔", Def_CalcAttrFunc_Gubao:"古宝", Def_CalcAttrFunc_Shentong:"神通",
                 Def_CalcAttrFunc_HorseStar:"坐骑星级", Def_CalcAttrFunc_PetStar:"宠物星级", Def_CalcAttrFunc_TitleStar:"称号星级", Def_CalcAttrFunc_FamilyZhenfa:"阵法",
                 Def_CalcAttrFunc_GatherTheSoul:"聚魂新", Def_CalcAttrFunc_GubaoResonance:"古宝共鸣", Def_CalcAttrFunc_Face:"头像", Def_CalcAttrFunc_FacePic:"头像框", Def_CalcAttrFunc_ChatBox:"气泡框",
                 }
#-------------------------------------------------------------------------------
# 被动触发方式
(
TriggerWay_FightStart, # 战斗开始时    1
TriggerWay_BigTurnStart, # 大回合开始时    2
TriggerWay_BigTurnEnd, # 大回合结束时    3
TriggerWay_HeroTurnStart, # 武将回合开始时    4
TriggerWay_HeroTurnEnd, # 武将回合开始时    5
TriggerWay_HeroActionStart, # 武将行动前    6
TriggerWay_HeroActionEnd, # 武将行动后    7
TriggerWay_CalcTagInState, # 攻击计算时对方处于xx状态时(参数:状态1|2|...)一般用于攻击时属性计算  8
TriggerWay_AttackOverTagInState, # 攻击计算后对方处于xx状态时(参数:状态1|2|...)一般用于攻击后触发效果  9
TriggerWay_AttackOverDirect, # 直接攻击后 (非buff攻击)10
TriggerWay_BeAttackedDirect, # 受到直接攻击时 (非buff攻击)11
TriggerWay_ShieldBroken, # 承伤盾被击破时 12
TriggerWay_CurSkillEff, # 本技能/buff释放后,一般用于本技能/buff释放后触发,仅该技能释放后有效 13
) = range(1, 1 + 13)
# 被动触发有效来源
TriggerSrc_Skill = 1
TriggerSrc_Buff = 2
(
TriggerType_BeSuperHit, # 被暴击触发技能 1
@@ -5515,6 +5031,16 @@
) = range(27)
# 回合卡牌
(
Def_SkillFuncType_Common, #0为通用技能
Def_SkillFuncType_TurnNormaSkill,  #1 普攻技能
Def_SkillFuncType_AngerSkill,  #2 怒气技能
Def_SkillFuncType_PotentialSkill,  #3 潜能技能
Def_SkillFuncType_AtkbackSkill,  #4 反击技能
) = range(5)
# MMO项目 - 先保留,重新定义从1000开始,后续可陆续删除
(Def_SkillFuncType_Common, #0为通用技能
Def_SkillFuncType_FbSkill, #1为法宝功能获得的主动技能
Def_SkillFuncType_FbPassiveSkill, #2为法宝功能获得的被动技能
@@ -5538,8 +5064,7 @@
Def_SkillFuncType_ShentongSkill,     #20 神通技能
Def_SkillFuncType_ElfSkill,     #21 精怪技能
Def_SkillFuncType_GatherTheSoul,     #22 聚魂技能
Def_SkillFuncType_TurnNormaSkill,  #23 回合普攻技能
) = range(24)
) = range(1000, 1000 + 23)
# 受技能效果完全影响的怪, 对应 Def_BattleRelationType_CommNoBoss
Def_SkillAttack_NPCIsBoss = [ Def_NPCType_Ogre_Normal     ,  #平凡小怪 0    # c++ 定义为普通NPC视野刷新
@@ -5567,24 +5092,6 @@
ExpRateLimitType_Sweep, # 扫荡
) = range(2)
# 技能功能类对应战斗力模块
Def_SkillFuncType_MFPType={
                           Def_SkillFuncType_FbSkill:ShareDefine.Def_MFPType_MagicWeapon1,
                           Def_SkillFuncType_FbPassiveSkill:ShareDefine.Def_MFPType_MagicWeapon2,
                           Def_SkillFuncType_FbSPSkill:ShareDefine.Def_MFPType_MagicWeapon1,
                           Def_SkillFuncType_GiftSkill:ShareDefine.Def_MFPType_Role,
                           Def_SkillFuncType_HorseSkill:ShareDefine.Def_MFPType_Horse,
                           Def_SkillFuncType_PetSkill:ShareDefine.Def_MFPType_Pet,
                           Def_SkillFuncType_PetOwnerSkill:ShareDefine.Def_MFPType_Pet,
                           Def_SkillFuncType_GWSkill:ShareDefine.Def_MFPType_Prestige,
                           Def_SkillFuncType_SuiteSkill:ShareDefine.Def_MFPType_Equip,
                           Def_SkillFuncType_TitleSkill:ShareDefine.Def_MFPType_Dienstgrad,
                           Def_SkillFuncType_LianTiSkill:ShareDefine.Def_MFPType_LianTi,
                           Def_SkillFuncType_ShentongSkill:ShareDefine.Def_MFPType_Shentong,
                           }
# 投资理财类型,和前端对应,从7开始
InvestTypeList = (
InvestType_NewMonth, # 至尊月卡投资7
@@ -5594,11 +5101,6 @@
InvestType_Boss, # Boss 11
InvestType_Life, # 终身卡 12
) = range(7, 7 + 6)
#前端特殊新手引导存储标记
GuideState_BZZDShow = 202
# 法宝特权
MWPrivilegeList = (
@@ -5722,7 +5224,9 @@
Def_RewardType_LunhuidianAward, # 轮回殿奖励 78
Def_RewardType_RechargeDayAward, # 累充每日奖励 79
Def_RewardType_FamilyGCZ, # 仙盟攻城战 80
)= range(81)
Def_RewardType_ADAward, # 广告奖励 81
Def_RewardType_TreeFreeTime, # 仙树免费减时 82
)= range(83)
#boss复活相关活动定义
BossRebornActIDList = (
@@ -5974,7 +5478,7 @@
# 任务类型定义
TaskTypeList = (
TaskType_FBPass, # 副本过关到xxx 1
TaskType_MainLevel, # 主线过关到xxx 1
TaskType_TreeLV, # 仙树达到X级 2
TaskType_EquipDecompose, # 分解装备x次 3
TaskType_CutTree, # 消耗X个战锤  4
@@ -5982,7 +5486,8 @@
TaskType_RealmLV, # 境界达到X级 6
TaskType_KillNPC, # 击败X只怪物 7
TaskType_GetMoney, # 累计获得xx货币 8
) = range(1, 1 + 8)
TaskType_EquipColor, # 穿戴x件x品质及以上装备 9
) = range(1, 1 + 9)
# 任务分组
TaskGroupList = (